Farseer

"The runes foretold of this place."

As Exarchs are masters of their chosen warrior path, Farseers are masters among the Warlocks. They have the ability to not only divine the future, but determine which of the myriad possible futures is the one towards which events are moving. The reasons for their actions are often inscrutable and give outsiders the impression that Eldar behavior is completely random.

Aside from their incredible powers of divination, Farseers can direct the energies of the warp itself to slay their foes without ever firing a shot.

Tactics

Compared to other commanders the Farseer has the most special abilities and these abilities are among the strongest (with the exception being that of the Necron Lord). The Farseer is fairly fragile unupgraded and should be prepared to retreat with Fleet of Foot as necessary. The best squad to accompany the Farseer is a Seer Council, but a Howling Banshee Squad is sufficient before the Seer Council becomes available. The Seer Council, aside from simply being better fighters than Banshees, also provide a recharge reduction to all of the Farseers spells.

The Psychic Storm ability does damage over time to a squad and also to nearby infantry. Of note is the fact that Psychic Storm follows the squad even as it moves. This makes it useful against any infantry squad because they are unable to run away from it once it has begun.

Mind War is designed for doing massive damage to a single target. This is particularly useful against Imperial Guard commanders, who can be killed in a single hit. Priority should be given to Vindicare Assassins if he is foolish enough to enter range (though this is unlikely) or Psykers who have a similar ability they would use on the Farseer, Strip Soul.

Guide should be used on a ranged squad such as Warp Spider Squads or Fire Dragons to significantly increase accuracy and damage. Choose the squad based upon the target you wish to quickly kill (ie choose Fire Dragons if you need to kill a vehicle).

Eldritch Storm is a powerful ability that affects all enemy targets but is especially powerful against vehicles and buildings. It is best used inside an enemy base so that it can hit the most targets. Buildings obviously cannot run away, and it will be difficult for enemies to move their infantry and vehicles out of range without allowing you to completely annihilate their base.

Abilities

Psychic Storm

Psychic Storm

Hotkey: C

Requires

Nothing

Target Types

Any enemy infantry, heavy infantry, commanders, or daemons

Range

35

Area of effect

10

Cooldown time

155 s

Effects

The Farseer unleashes a power psychic blast over an area, damaging enemy infantry every second over 10 seconds. Damage shown is the total over 10 seconds.

Damage Values

Infantry

Vehicles

Buildings

Daemons

Base Damage

Low

Med

High

H.Med

H.Hi

Cmdr

Low

Med

High

Air

Low

Med

High

Med

High

Morale

Min

Max

Min.D

120-128

120-128

160-170

160-170

160-170

128-136

-

-

-

-

-

-

-

160-170

50

50

160

170

50

Mind War

Mind War

Hotkey: M

Requires

Nothing

Target Types

Any enemy infantry, heavy infantry, commanders, or daemons

Range

30

Area of effect

0

Cooldown time

110 s

Effects

Does damage to the targeted unit over 5 seconds and slows the target by 25% for the duration of the Mind War. Damage shown is the total over 5 seconds.

Damage Values

Infantry

Vehicles

Buildings

Daemons

Base Damage

Low

Med

High

H.Med

H.Hi

Cmdr

Low

Med

High

Air

Low

Med

High

Med

High

Morale

Min

Max

Min.D

315-440

284-396

315-440

315-440

315-440

315-440

-

-

-

-

-

-

-

315-440

315-440

50

315

440

5

Guide

Guide

Hotkey: G

Requires

Nothing

Target Types

Any friendly infantry, heavy infantry, commanders, and daemon medium

Range

40

Area of effect

Entire targeted squad

Cooldown time

150 s

Effects

Improves the accuracy of the target squad by 30% for 25 seconds. Depending on the squad's initial accuracy with their weapons, this can be a boost to overall DPS by 40-50%. Also note that a guided squad firing on the move has 300% the DPS of an unguided one.

Eldritch Storm

The Farseer casts a massive psychic-powered storm that blasts the area with psychic discharge for 5 seconds, affecting all units within the area of effect and well as throwing them back with the force of the Storm (40-50 force). The damage of the spell has a radius of 10, roughly the size of the targeting cursor, but the knockback of the spell is in a radius of 20. Units caught within the the damage radius also have their movement speed slowed by 25% for the duration of the spell. Damage shown is the total over 5 seconds.